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program.cpp
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128 lines (97 loc) · 3.1 KB
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#include "program.h"
using namespace std;
void Program::init()
{
const string & _name = "Programme";
const string & _vertexShaderFilename = "shader.vert";
const string & _fragmentShaderFilename = "shader.frag";
id = glCreateProgram();
name = _name;
Shader * vs = new Shader(_name + " Vertex Shader", GL_VERTEX_SHADER);
Shader * fs = new Shader(_name + " Fragment Shader",GL_FRAGMENT_SHADER);
vs->loadFromFile(_vertexShaderFilename);
vs->compile();
attach(vs);
fs->loadFromFile(_fragmentShaderFilename);
fs->compile();
attach(fs);
glBindAttribLocation(id, 0, "vertex");
glBindAttribLocation(id, 1, "normal");
glBindAttribLocation(id, 2, "texture");
link();
}
void Program::initForShadowMap()
{
const string & _name = "ProgrammeShadowMap";
const string & _vertexShaderFilename = "shader_SM.vert";
const string & _fragmentShaderFilename = "shader_SM.frag";
id = glCreateProgram();
name = _name;
Shader * vs = new Shader(_name + " Vertex Shader", GL_VERTEX_SHADER);
Shader * fs = new Shader(_name + " Fragment Shader",GL_FRAGMENT_SHADER);
vs->loadFromFile(_vertexShaderFilename);
vs->compile();
attach(vs);
fs->loadFromFile(_fragmentShaderFilename);
fs->compile();
attach(fs);
glBindAttribLocation(id, 0, "vertex");
link();
}
void Program::initForSelection()
{
const string & _name = "ProgrammeSelection";
const string & _vertexShaderFilename = "selection_shader.vert";
const string & _fragmentShaderFilename = "selection_shader.frag";
id = glCreateProgram();
name = _name;
Shader * vs = new Shader(_name + " Vertex Shader", GL_VERTEX_SHADER);
Shader * fs = new Shader(_name + " Fragment Shader",GL_FRAGMENT_SHADER);
vs->loadFromFile(_vertexShaderFilename);
vs->compile();
attach(vs);
fs->loadFromFile(_fragmentShaderFilename);
fs->compile();
attach(fs);
glBindAttribLocation(id, 0, "vertex");
glBindAttribLocation(id, 2, "texture");
link();
}
void Program::attach(Shader * shader) {
glAttachShader (id, shader->getId());
shaders.push_back (shader);
}
void Program::detach(Shader * shader) {
for (unsigned int i = 0; i < shaders.size (); i++)
if (shaders[i]->getId() == shader->getId())
glDetachShader (id, shader->getId());
}
void Program::link() {
glLinkProgram (id);
GLint linked;
glGetProgramiv (id, GL_LINK_STATUS, &linked);
if (!linked) {
cout << "Shaders not linked" << endl;
GLint maxLength = 0;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> errorLog(maxLength);
glGetProgramInfoLog(id, maxLength, &maxLength, &errorLog[0]);
for (auto c : errorLog)
cout << c;
cout << endl;
}
}
void Program::use() {
glUseProgram(id);
}
void Program::stop() {
glUseProgram (0);
}
void Program::reload() {
for (unsigned int i = 0; i < shaders.size (); i++) {
shaders[i]->reload ();
attach (shaders[i]);
}
link();
}